ACW Event Cards Union
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The American Civil War Event Cards Version 2.0 Commander Card UNION CARDS William T. Sherman Sherman is a despised commander and whenever he is fighting in the south he gains the following disadvantages and advantages: All CSA units will rally on a 5 instead of a 7. TOTAL WAR – When Sherman gains control of a southern city he automatically reduces the PP value of the city to 0 permanently. UNION CARDS Commander Card UNION CARDS George Meade Union Commander at Gettysburg All infantry gains a +1 to firing. UNION CARDS Commander Card UNION CARDS Albert Sidney Johnston Confederate Commander at Shiloh All units gain a +2 while charging. Died in Battle On a 10, 11, or 12 when there is no other commander present remove Johnston. UNION CARDS The American Civil War Event Cards Version 2.0 Commander Card UNION CARDS US Grant Unconditional Surrender. Grant’s army does not pursue the enemy. Roll a 1d6 and subtract 1 for every leader the defender still has in his army. On a roll of 3-6 the entire army surrenders to Grant. UNION CARDS Commander Card UNION CARDS John Buford Calvary Officer who held the ground at Gettysburg until Meade could arrive. Cavalry is considered all elite while skirmishing. In a major battle he adds +3 to battle initiative. UNION CARDS Commander Card UNION CARDS Joshua L. Chamberlain Hero of Gettysburg If Chamberlain’s army is charged he gets a plus +2 to his roll on top of any other modifiers. When his army charges they get a +2 when he charges with them. Hard to Kill Chamberlain may only be removed on a 12. UNION CARDS The American Civil War Event Cards Version 2.0 Commander Card UNION CARDS Fighting Joe Hooker One of many Union Eastern Theatre Commanders. +1 to artillery. He rallies his men on a 6. UNION CARDS Entrenchment Card UNION CARDS Entrenchments If you are attacked you may play this card. Consult the chart: Roll 2d6 you must get the target number to succeed in building the trench. Roll for the Left, Center, and Right of the battlefield. UNION CARDS Entrenchment Card UNION CARDS Entrenchments If you are attacked you may play this card. Consult the chart: Roll 2d6 you must get the target number to succeed in building the trench. Roll for the Left, Center, and Right of the battlefield. UNION CARDS The American Civil War Event Cards Version 2.0 Entrenchment Card UNION CARDS Entrenchments If you are attacked you may play this card. Consult the chart: Roll 2d6 you must get the target number to succeed in building the trench. Roll for the Left, Center, and Right of the battlefield. UNION CARDS City/Region Bombardment Card UNION CARDS City/Region Bombardment You may play this card anytime you are in a region next to a city (or vice versa) with enemy troops in it. You may attack with your artillery. If you hit the enemy he must eliminate troops (defenders choice). The enemy may only fire back if he plays a City/Region Bombardment Card. UNION CARDS City/Region Bombardment Card UNION CARDS City/Region Bombardment You may play this card anytime you are in a region next to a city (or vice versa) with enemy troops in it. You may attac k with your artillery. If you hit the enemy he must eliminate troops (defenders choice). The enemy may only fire back if he plays a City/Region Bombardment Card. UNION CARDS The American Civil War Event Cards Version 2.0 City/Region Bombardment Card UNION CARDS City/Region Bombardment You may play this card anytime you are in a region next to a city (or vice versa) with enemy troops in it. You may attack with your artillery. If you hit the enemy he must eliminate troops (defenders choice). The enemy may only fire back if he plays a City/Region Bombardment Card. UNION CARDS Artillery Bombardment Card UNION CARDS Artillery Bombardment Play before a battle. Your artillery may fire before the battle commences. All hits are automatically removed. UNION CARDS Artillery Bombardment Card UNION CARDS Artillery Bombardment Play before a battle. Your artillery may fire before the battle commences. All hits are automatically removed. UNION CARDS The American Civil War Event Cards Version 2.0 Artillery Bombardment Card UNION CARDS Artillery Bombardment Play before a battle. Your artillery may fire before the battle commences. All hits are automatically removed. UNION CARDS Base Camp Card UNION CARDS Recruitment Center/Base Camp You may place as many new troops as you want this turn in one city or region. This may be in any city that you have controlled for one turn. This is the one exception to the usual placement rule. UNION CARDS Experience Card UNION CARDS Experience After the battle roll 2 dice. If you are the winner and can roll 7 on a 2d6, You gain a leader piece for free in that army. If you were the loser you need a 9 to gain a free leader piece. UNION CARDS The American Civil War Event Cards Version 2.0 Experience Card UNION CARDS Experience After the battle roll 2 dice. If you are the winner and can roll 7 on a 2d6, You gain a leader piece for free in that army. If you were the loser you need a 9 to gain a free leader piece. UNION CARDS Bounty Jumper Card UNION CARDS Bounty Jumpers Play this card on an opponent. Some volunteers are collecting the bounty to join the army and then skipping town. Lose -10 PP this turn. UNION CARDS War Hawk Card UNION CARDS War Hawks If the Union is at war with Great Britain take +2 infantry and places them in any region next to Canada. UNION CARDS The American Civil War Event Cards Version 2.0 War Hawk Card UNION CARDS War Hawks If the Union is at war with Great Britain take +2 infantry and places them in any region next to Canada. UNION CARDS Green Troop Card UNION CARDS Green Troops Play before any battle. The opponent’s troops are very inexperienced subtract -1 from all their dice rolls for the battle. UNION CARDS Scout Card UNION CARDS Scouts Add +3 to your army’s initiative for the next battle. UNION CARDS The American Civil War Event Cards Version 2.0 Volunteers Join Card UNION CARDS Volunteers Join This card gives you an extra +10 PP for your next purchase phase. UNION CARDS States Rights Card UNION CARDS State’s Rights Play this card on the confederacy. The southern states are so obsessed with state’s rights that they do not even trust the confederacy. For the remainder of the game the southern player must have at least one troop in every state he controls. New units must be placed in states without units if the UNION CARDS southern player in violation of this card. Battle Hymn of the Republic Card UNION CARDS Battle Hymn of the Republic Play on any commander. As long as he outnumbers the enemy he may ignore the Cavalry rule regarding pursuing and pursue with his infantry. UNION CARDS The American Civil War Event Cards Version 2.0 Spike Gun Card UNION CARDS Spike Guns Play in battle when the enemy has captured your artillery. You had enough time to spike them and they are useless now. Treat them as eliminated units. UNION CARDS Rail Stock Increase Card UNION CARDS Rail Stock Increase Your rail stock goes up by +2. UNION CARDS Rail Stock Increase Card UNION CARDS Rail Stock Increase Your rail stock goes up by +2. UNION CARDS The American Civil War Event Cards Version 2.0 Gun Support Card UNION CARDS Gun Support Add +2 Artillery units to any army. UNION CARDS Union Resolve Card UNION CARDS Union Resolve Roll the dice. 1-2 5 PPs are gained. 2-4 10 PPs are gained 5-6 15 PPs are gained. UNION CARDS Police in Place Card UNION CARDS Police in Place Play this card when you choose to conscript troops. A failed riot roll is now a success. UNION CARDS The American Civil War Event Cards Version 2.0 Ironclad Card UNION CARDS Ironclads- The Monitor Move your naval rating up by 2. UNION CARDS Naval Blockade Intensifies Card UNION CARDS Naval Blockade Intensifies The north’s naval rating gains a +2 UNION CARDS Commander Death Card UNION CARDS Play on any Commander Commander is killed in action. Remove any (1) Commander model and any (1) Commander Card played in this battle. UNION CARDS The American Civil War Event Cards Version 2.0 Optional Card UNION CARDS UNION CARDS Optional Card UNION CARDS UNION CARDS Optional Card UNION CARDS UNION CARDS The American Civil War Event Cards Version 2.0 ENTRENCHMENT CHART YEAR Target Benefit Modifier 1961 10 -1 fire and charges 1862 9 -1 fire and charges 1863 8 -1 fire and charges 1864 7 -2 fire and charges 1865 6 -2 fire and charges I believe the rule as of now states that you can draw two (2) cards from your deck at the beginning of the PRODUCTION PHASE. You can hold any number of cards and can play them at anytime you see fit. Once played, discard until all cards are drawn. Reshuffle and use again. Sinister is at this time writing rules for the above listed cards. Keep your eye out on Thrasher’s website for details: (http://pub50.ezboard.com/bthrashersaxisandalliesforums ) Have fun, D. Epperson .